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 Post subject: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 12:25 am 
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0. About the build
1. Armor
2. Weapons
3. Skills
4. PvP
5. PvE


0. About the Build
Rogue offers the strongest physical attacks. However, it is also the easiest STR build to kill, unless you know what your doing. Cleric brings outrageous defense to the table, giving you more defense then a blader and more attack than a warrior. The trick is being able to make sure you know when to attack, and when to heal. That's one of the reasons I made this guide. Enjoy.



1. Armor

As a Rogue/cleric you are offered two choices for armor. The balanced defense of Light Armor, or the high magic low physical Robes.

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Robes: 20% MP consumption reduce, and if you follow this guide you'll be using a lot of MP-costly cleric skills. It also offers 20% speed increase, and as a Rogue/cleric your terrible slow. However, Rogues already lack defense.

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Light Armor: Offering more physical defense than robes, but less magical defense. However, thanks to the glory armor passives, this is the choice you want to make. When your low on HP, switch to cleric rod and shield, cast physical and magical buffs, and you've got a ton of defense. I strongly suggest you use light armor.


Weapons:
Rogues get to use two weapons that are very different from each other.

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Daggers: High damage, High crit, and shiny chains. These are your friends in PvP. All the stats on daggers are important. Look for crit17 or higher.

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Crossbow: Your ranged weapon. Helps you grind, and Knock down enemies in PvP. However, this weapon is more important for PvE than PvP. Look for decent crit, and high physical attack/physical reinforce.

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Shield: It's all about the BR. The higher the blocking ratio, attacks will hurt you 0 more frequently. Critical reduces the chance of an enemy crit, but blocking ratio is the most important.

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Cleric Rod: The higher the magic attack, the more you get healed. Look for one with a high magical attack percentage.

3. Skills

Red are the ones you really should get
Blue are the ones that are helpful, however not required
Green is somewhat useful, but really not important.

All red skills: 325,590 SP
All red and blue skills: 619,397 SP
All red, blue, and green skills: 751,041 SP


Stealth Expert Line
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Stealth Extension: Increases the duration of stealth by 12 seconds every 10 levels. At 90 this is 84 seconds. Useful if your going to be stealthy, but since the pk2 became very common you will likely not spend all that much time in stealth. Required SP for 90: 11,457

Stealth Series
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Scorn: Get it. It redirects any player's target to you. If your thieving/hunting with a wizard, all you have to do is hit em with scorn and the wizard can nuke away. Very useful for jobbing. It maxes at lv4, so it's not a lot of SP. Required SP for 90: 7,337

Stealth:Makes you completely invisible, only detectable by very very underused items. Until that pk2 edit came along, this skill was a god send. Your invisible to players, but not all. Generally, it seems like thieves/hunters have it. Required SP for 90: 3,228

Destealth: Very useful now and then, but most people seem to not use stealth due to pk2. It allows you to detect other rogues that are in stealth. Required SP for 90: 3,228

Tag Point: A fun skill, but pretty useless. When you use it on someone, they appear on your map until they either get out of range, or teleport/die. Good for tracking wizards that are going to invis, but really not that useful. Required SP for 90: 3,144

Gross Scorn: Another scorn, with a different cool down. If you use it with normal scorn properly, people will be able to attack only you for 20.5 seconds. Again, it maxes at a low level, so the SP isn't outrageous. Required SP for 90: 3,091

Intensive Stealth: It's stealth with 60 seconds longer. Required SP for 90: 8,169

Intensive Destealth: Destealth with a higher detect radius. Very rarely useful. Required SP for 90: 8,169

Hunting Point: It's tag point with 2 connections. Weeeeeee. Required SP for 90: 5,675



Poison Line
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Poison Weapons: 20% chance your xbow hit or your dagger attack will poison the enemy. It is useful when it comes to giants and PT mobs, but not so much when it comes to PvP. Required SP for 90: 2,314

Poison Circle: Reduces the chance of enemy curses landing. This is a completely useless skill for a rogue/cleric, as holy word is overwhelmingly superior. Required SP for 90: 3,030

Poison Field: 80% chance to inflict poison on those that are very very near you. Poison weapons inflicts poison already, this skill is a joke. Required SP for 90: 9,515

Poison Trap: Makes a circle of poison, those inside it have an 80% chance to be poisoned and it lasts for quite awhile. Poison is not a useful statuses, if you have the imbue this is worthless. Required SP for 90: 7,794

Vein Weapon: Poison weapons, higher status. Required SP for 90: 5,789

Vein Circle: It's poison circle. Holy spell is better, ignore it. Required SP for 90: 7,667

Mask Change Line
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Monster Mask: Allows you to turn into a dead general monster. It is fun but useless past lv3. Kokoru masks are faster than lv60 horses. Required SP for 90: 1,671

Duplicate: If your not wearing any job items, you can copy the appearance of another person that isn't wearing any job items. Completely useless. Required SP for 90: 3,500

Beast Mask: Monster mask, but can make masks of higher level monsters. Kokorus are the only really useful mask, but with this one you can make Nachal masks and inflict zombie on botters ^_^ Required SP for 90: 9,839

Crossbow Expert
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Crossbow Power Up: Increases the damage you will deal with your crossbow. It's a passive, and you need to level it to level up your attacking skills. Required SP for 90: 21,898

Wide Sight: Maxes at a low level, is a passive, and increases your range. All your attacks can be performed at 4m further away when this passive is maxed. Required SP for 90: 4,874

Avoid: Reduces ranged physical damage. This really only applies to archers and other xbow in PvP. Decent, but not that good. 14% physical absorb at 90. It's a passive. Required SP for 90: 11,510

Crossbow EXTREME!!!!: Increases your physical damage by 75%, but reduces your hp to 50%, and your physical defense is decreased by 40%. It basically changes you into a wizard. As you level it up, you get a better physical attack increase. The percents stay the same. Required SP for 90: 13,572

Crossbow Line
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Power Shot: Shoots a bolt. 50% chance to knock the target back, and the attack is 50% stronger when your hitting a knocked down enemy. Required SP for 90: 1,354

Fast Shot: Shoots a bolt....well, fast. A very very weak attack, but you can attack from 15m beyond your normal attack range. It's not very useful until lv60 when you get rapid shot. Required SP for 90: 2,596

Long Shot: Fires a bolt from a distance 4m longer than your usual range. It does not kd/kb. However, it is by far the strongest attack you have for xbow. Get it, max it, love it. Required SP for 90: 4,860

Blast Shot: Has a 50% chance to knock your foe down. It does decent damage on its own, and will later be the bread and butter of your PvP.Required SP for 90: 7,393

Intense Shot: More intense version of power shot. 2 hits, and the 2nd hit has a 75% chance to knock back. Also, 50% stronger on a downed enemy. Required SP for 90: 23, 284

Rapid Shot: Shots 3 bolts rapidly. It is fast shot upgraded, so it still has outrageous range and very very little damage. However, now that it is AoE it means you can thin out lower level monsters at a rapid rate. Great if your 90 and hunting for a lv60 trader. Required SP for 90: 18,970

Distance Shot: Your new most powerful attack for xbow. Identical to long shot, but does more damage and has a slightly different animation. Required SP for 90: 19,337

Hurricane Shot: Blast shot's upgrade. It has 2 hits, and the 50% chance to KD on the 2nd hit. Required SP for 90: 11,622

Silent Expert Line
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Dagger Power Up: Makes all dagger skills stronger, and is required to add other dagger skills. It's passive. Required SP for 90: 21,898

Hawk Eye: Increases your attack rating, in passive form. All you have to do is allocate the SP. Required SP for 90: 11,519

Poison Power Up: Makes poison/Vein weapon's effect last longer and hurt more. If you add this passive, your poison status will go through holy spell. Required SP for 90: 11,510

Venom Extension: Makes the duration of poison weapons/vein weapons last longer. It saves you a very small amount of MP for over 9000 SP. Passive. Required SP for 90: 9,001

Stealth Dagger: Greatly increases the damage of the first skill you use when you come out of stealth. If stealth actually worked, this skill would be much more useful, but thanks to pk2 it merely gets blue. Passive. Required SP for 90: 17,464

Quickstep: Makes you move faster in stealth, while holding daggers. Pretty useless, but it maxes at lv3 so it's not a ton of SP to waste. Passive. Required SP for 90: 3,500

Dagger Desperate: Increases your damage by 75%, but decreases your defense by 75%. Watch in amazement as you mow down players 12 levels above you then get killed in 2 skills by someone 12 below you. Required SP for 90: 13,572



Dagger Charge
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Spinning: A basic 2 hit attack, it's rather weak and has a 2 second cool down. However, once you have all your attacks it can happen that all your skills are on cool down. Using this between the more powerful skills will prevent that. Required SP for 90: 21,898

Wounds: 2 hit attack, can inflict bleed. Hits for 50% stronger on a downed enemy. Required SP for 90: 2,596

Scud: Allow you to run very fast for 15 seconds. Nice, but lasts 15 seconds and takes 2 minutes to be able to be reused. Required SP for 90: 11,519

Screw: A stab. Does pretty good damage, and has a 30% chance to stun. A stun saves your life when your in DD. Required SP for 90: 21,845

Combo Blow: 3 hits of win. Very strong very fast skill. It can inflict dull, which slows down your enemy. This is very welcome when your using dagger desperate. Required SP for 90: 7,393

Prick: The strongest physical attack in the game. (with DD) Consumes 10% of your HP, but who cares when you kill them in 1 hit anyhow. Required SP for 90: 21,179

Mortal Wounds: Wounds, but 3 hits. More likely to inflict bleed. A very strong combo, hits 50% more when the enemy is KD'd. Required SP for 90: 18,970

Butterfly Blow: 5 very fast hits in a row. Likely to do dull status, this is the upgraded version of combo blow. Required SP for 90: 11,622
--------------------------
Cleric Skills
Some of these are just so useless I am not going to color code them. I will also not tell you how much SP it requires.

Divine Creed
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Heavenly Rage: One of those oh-so-useless skills. Increases all the cleric attack skills magical damage. Does not effect absolute damage.

Cardinal Praise Line
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Trial Cross: Basic magic attack. Does little damage, even if you were a pure int. As a pure str people will just point and laugh at you. Don't get it.

Heal: Heals a small amount of HP, but when spammed it can be a lot. I don't find much use for it. Once maxed, you will be hard pressed to spam it when you don't have the MP. Required SP for 90: 1,630

Reverse: Revives your target. Reverse Oblation is better, but has a 10 second cool down. As you level the skill, you can revive higher level targets. Required SP for 90: 954

Innocent: Get this or integrity. Removes almost any status, and Innocent uses less MP and has a shorter cool down that Integrity. Integrity is added later in the game, so it uses less SP over all. It also cures party. Required SP for 90: 8,103

Justice Cross: Trial Cross, but attacks 3 targets. Low damage. Worthless to an STR.

Healing Breath: Heal, only a higher level. Decent skill, but you'll run out of MP and it really does not heal that much. Required SP for 90: 15,774

Grad Reverse: Reverse. It is identical, but you can revive higher level targets. Required SP for 90: 10,565

Integrity: Innocent, but applies to the party. It is more MP, but you can still afford it. Less SP, which is always welcome. Required SP for 90: 8,273

Mental Culture
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Faith: Required for healing cycle, as well as absolute damages. It is a worthless passive, but you need it. Required SP for 90: 15,529

Mortal Recovery
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Over Healing: Absolute damage to a single target. Absolute damage means it will hit the damage in the skill. If you hit a fully buffed warrior, it will hit 7k. If you hit a lv10 in PvP, it will hit 7k. 7k is just an example. It kills a wizard in life control, which is fantastic when they are buffed. Required SP for 90: 13,572

Glut Healing: Over healing, but can hit 3 targets. It has a 12 second cool down, but you can use Over->Glut->Over in a row. Good stuff. Required SP for 90: 12,147


Recovery
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Group Healing: Don't do it! Requires a lot of MP, has a 5 second cool down so you can't spam it, and does not heal much.

Healing Division: A weak healing spell. Your getting the best heals already, don't waste your SP on this.

Healing Cycle: Heals for 16 seconds. Heals a LOT for 16 seconds. This is the bread and butter of heal tanking. Healing Cycle requires less MP than Orbit, but you have to select yourself to cast it. Some practice and you should be fine. Cast it on yourself, attack for 16 seconds, then recast. Good stuff. Required SP for 90: 17,464

Group Healing Breath: Group Healing, only heals more and destroys your MP more. Avoid.

Healing Favor: Healing Breath, heals more, uses more MP.

Healing Orbit: Get this skill in addition to Healing Cycle. It is healing cycle for the entire party. It has a 9 second cool down, and requires a TON of MP. If you plan on being a cleric in grinding parties, this skill keeps everyone alive. It also maxes at level 2, so its not that much SP. Required SP for 90: 7,183


Blessed Recovery
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Bless Spell:For 45 Seconds your ENTIRE PARTY can tank almost anything. A massively massive defense increase. Get it. Required SP for 90: 17,553

Recovery: Heals a lot. 3x your magic attack power. If you level it up, it will cost you too much MP and SP, so get it at level 1. It's like 10k HP for 144 SP. Required SP for lv1: 144


Recovery Division: Slowly heals your entire party. Lasts for 5 minutes, it is similar to healing cycle though much less effective. Required SP for 90: 9,756

Group Recovery: Recovery for the entire party. Instant cast, 20 second cool down. You don't have MP to level it up much, so keep it at lv1 and use it for heal tanking. Required SP for lv1: 280

Holy Recovery: Heals a lot, requires a nice chunk of your MP...Don't do it.

Holy Recovery Division: Recovery Division. The area of effect is now 5m further, but other than that it is the same. Required SP for 90: 5,675

Holy Group Recovery: Tons of MP. It heals 7k more than it did at level 1, but the SP and MP usage is too much.


Resurrection
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Group Reverse: Revives all members of your party that are near you. Cast time is somewhat long, and it has a 2 minute cool down. Great for ctf though. Required SP for 90: 5,638

Reverse Oblation: Revives people while giving them a godly 2 minute buff. Wizards can tank with this buff. It cuts your damage in half though. Required SP for 90: 5,638

Holy Group Reverse: Revives your party. Has 5m more range than Group Reverse. Required SP for 90: 5,675

Reverse Immolation: Reverse Oblation, but the buff is more godly. Required SP for 90: 5,675

Note: The last two are green. Using the previous versions, you can still ress lv90. The new upgrades are just not needed at all.


Glory
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Charity: A required passive. When you use your str or int buffs, your target gets extra stat points, as well as defense, IF your wearing light armor. Required SP for 90: 15,229

Glory Armor: While you have light armor and cleric rod equipped, this passive gives you a nice physical defense increase. Helps you with tanking. Get it. Required SP for 90: 13,572

Favor Armor: While you have light armor and cleric rod equipped, this passive gives you a nice magical defense increase. Helps you with tanking. Get it. Required SP for 90: 17,464


Sacrifice
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Offering: The most powerful magic attack in the game, hits an insane amount and consumes 95% of your HP. To a rogue, you would do more damage with any attack skill than you would with offering. Skip it.

Pure Offering: Offering's upgrade. Skip it.


Saint Prayer
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Holy Word: Makes target immune to most statuses. Ruins warlocks and hurts bladers, this is a skill your going to want. However, you'll likely delvl it later for Holy Spell, which is the same only it applies to your party. 60 second cool down. Required SP for 90: 8,103

Heaven Flash: Inflicts Bind Status. Bind makes the target immobile, but it ends when hit with a magical attack. Bind them, take a step back, and pummel them with crossbow. They can still attack while under bind. Required SP for 90: 9,623

Holy Spell: Makes the party immune to nearly all statuses. 60 second cool down. I have both Spell and Word because of the 60 second cool down, though 1 is certainly enough. Required SP for 90: 6,853


Heaven Glare: Heaven Flash, but has a longer cool down and will bind up to 3 players. Used with Flash, you can keep your target immobile for quite some time. Maxes at level 2, so it's not a lot of SP. They can still attack while under bind. Required SP for lv90: 7,667


Blessing
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About the buffs...

The str/int buffs are much more useful if you are a trader, as you can give them to your hunters and just keep rod out while you trade.


Force Blessing: Increases the target's strength, can be applied to 4 people. Removed from targets once you switch weapons. Required SP for 90: 1,628

Mental Blessing: Increases the target's intelligence, can be applied to 4 people. Removed from targets once you switch weapons. Required SP for 90: 2,845

Body Blessing: Increases the target's physical defense. Stays on everyone except you when you switch weapons. Required SP for 90: 5,670

Soul Blessing: Increases the target's magical defense. Stays on everyone except you when you switch weapons. Required SP for 90: 9,756

Force Deity: Increases the target's strength, can be applied to 4 people. Removed from targets once you switch weapons. Required SP for 90: 15,774

Mental Deity: Increases the target's intelligence, can be applied to 4 people. Removed from targets once you switch weapons. Required SP for 90: 12,147

Body Deity: Increases the target's physical defense. Stays on everyone except you when you switch weapons. Required SP for 90: 7,183

Soul Deity: Increases the target's magical defense. Stays on everyone except you when you switch weapons. Required SP for 90: 5,675

4. PvP

The famous epic combo.
1. Use healing cycle on yourself, or bless. Just stay alive.
2. Hurricane/Blast Shot
2. If It did NOT KD, repeat step 1.
2. If it did KD, go to step 3.
3. Switch to daggers
4. Use Dagger Desperate
5. Wounds/Mortal wounds

If that did not kill them, use butterfly blow or prick or something. This combo is outrageously strong, and I made a video to showcase that.

Spoiler!


Cons:
If you do not kill them with wounds, they can stun you...while your stunned you can't cancel DD, and you'll probably die.

Weapon lag can ruin this.
--------------------------------
The key here is to practice weapon switching. Ideally, you have healing cycle on at all times, and switch to rod/shield whenever your near death. If your having problems with the 15 second pot delay, there are 3 items you'll find useful:

Image Extra Large Vigor Potions: These restore the same HP as a XL HP potion, and cannot be bought from an NPC. You'll slowly gather them grinding (only on mobs 76+), or you can always look at the stall network. They come in 5 sizes, but to a 64+ XL is the way to go.

Image Vigor Grains: 25% HP/MP recovery every 4 seconds, much more effective than XL potions, but also MUCH more pricey. Note: 4 second delay means you use more, and they are 1,000,000 gold a stack.

Image HP Grains: Recovers HP at 25% every 4 seconds. Cannot be bought from NPC, can be bought from stall network. These are a godsend, but make sure you only use when you need to win, as they are more expensive than aforementioned vigor grains.


Firewall. Not your friend. It prevents you from being able to land dull, KB, or KD. At the cap, it takes like 6 hits to disable a maxed firewall from your cleric rod. It takes 1/3 of that time to cast it.

Two options here.
1. Scud, run away from the fire wall, and throw up CE and try and kill them before they cancel it and charge you. This works very very well against non-ranged builds, such as glaviers/bladers/warriors. Distance shot followed by Hurricane shot, it should be over.

2. Show off your mad switching skills and use healing cycle and other skills needed to stay alive, while trying to stun them with prick or screw. If you stun them, they lose their firewall. While they are stunned, throw up DD and use Butterfly Blow or Mortal wounds...they should be dead, or very close to it.

In this section I am going to try to offer the best way to kill the all the common(ish) builds. These won't always apply to that specific player, as it may depend on what armor they are wearing etc.

Group PvP:
Plenty of options. Be a cleric, and use absolute damage and heal tank.
Be Rogue, keep your distance and use crossbow
Scorn and heal tank, let your nukers fire away



Archers
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Annoying now, more so at 100cap. They will KB you a lot, making them very difficult to kill without the combo. If they use firewall, then your going to have some trouble...otherwise, just try and KD them for the combo. It will likely end it as they have low defense and less HP than glavie.

Bladers
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From my experience, bladers are the easiest to PvP. Why? Wiggle room. They have a low damage output, which means if you screw up and don't heal when you should have, you can still survive. They rely on statuses as well, and thanks to holy word all they get is bleed. Switch to cleric rod for integrity to remove it.

However, they also have high defense and stupid ironwall. This may mean you will have to land the combo a few times. The first one, they may ironwall...The second, they may block too many hits....The third and you should win. Your attack can overpower their defense with little effort.

Glaviers
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They give me trouble. If they are wearing prot/armor, then they can probably survive your mortal wounds combo. If they stun you before you can land the next skill, your screwed. Be quick. If you really want to win, don't using a finishing skill after mortal wounds, and just repeat the combo until you get a crit or two.

S/S Nukers
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They hit hard. If they are not using snow shield, just throw up healing cycle and spam some dagger skills. If they do use snow, use the combo. It will take good switching or a good set to tank them...bleed, KD->4 stabs hurt. Try and use butterfly blow before the combo, if they are under dull status they will be easier to finish.


Rogues
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If they read my guide, your screwed. 8)

Don't try using DD at the start of the match....if they stun you, and they throw on DD, then they are hitting you at 1.75x their strength while you have 0.25 of your defense.

They will likely try and heal. If they stay cleric to tank, this is a good time to throw on DD and damage them as much as possible. If they switch weapons, you'll kill them...If they stop healing, you'll kill them. This works well for you, just hope for some crits/stun/bleed etc.

Warriors
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Difficult times. If they are smart, they will likely use shield trash a lot. You can probably kill them when they switch to 2H with the combo, but they can still hit hard and tank a lot. Switch to rod/shield and you should be able to tank them, but a double crit->turn rising will likely end you. Try and outlast skins, or get the jump on them and KD before they can do much.

Warlocks
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Easy business. Holy spell makes them have very few curses available, and integrity means you can remove them quickly. Combined with pills, they can't do much to you. If they are int, just go ahead and whack em with the combo...If they are str, throw on DD and charge them while they are trying to debuff you. You should kill them before they can be ready.
----------------------------------------------------------------------------

5. PvE

Rogues can do a lot in PvE.
Solo- Use your crossbow. Grind at things that are 5+ levels above you, using bless for giants and dodging whenever possible. Ideally, 2 skills=1 kill. If your dying a lot, just back down on the monsters.

Party- Oh the possibilities.
Daggers have very high damage (with DD), when it comes to PT mobs your like a 2nd wizard.

Crossbow has fast/rapid shot, and you can lure monsters to the tank. This means that the wizards are nuking non-stop, which is what you want.

Cleric. Works better if you got the buffs, but even with just healing orbit level 1 (req level 80) parties will still like you enough. You don't have a ton of MP, so just try and make sure everyone has healing cycle on. You can also tank as a cleric, so feel free to heal between the tanks and the wizards.


Last edited by Shadowfox542 on Mon Feb 23, 2009 4:21 am, edited 32 times in total.

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 12:34 am 
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you always make good guides.
+1

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 6:07 am 
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Add a PvP section against certain builds and such. Give a general structure of how PvP should go.

The way I see it:
-Cleric, healing cycle
-Pull out xbow, wait till k/d
-Switch to Daggers, DD on, and get'em while they're k/d'd
-Rinse % Repeat.

Good guide so far. :)

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 9:03 am 
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NO_SILK_4_ME wrote:
Add a PvP section against certain builds and such. Give a general structure of how PvP should go.

The way I see it:
-Cleric, healing cycle
-Pull out xbow, wait till k/d
-Switch to Daggers, DD on, and get'em while they're k/d'd
-Rinse % Repeat.

Good guide so far. :)


He added a really good pvp section in his last guide, so i assume he'll do tht again.

So far, looking real good.

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 9:35 am 
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one remark, it is fucking ROGUE NOT ROUGE

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 8:23 pm 
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REBD wrote:
one remark, it is fucking ROGUE NOT ROUGE


lol im pretty sure it's rouge, jm made a mistake.

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 8:43 pm 
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Bobby wrote:
REBD wrote:
one remark, it is fucking ROGUE NOT ROUGE


lol im pretty sure it's rouge, jm made a mistake.

i am speechless, are you sure that you are from Australia?

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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Tue Feb 17, 2009 8:47 pm 
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lolfail. Yea, it is rogue. I'll edit that now, add other stuff tonight.

PvP is finished or close to finish. Ill finish tonight, final touches tomarrow or maybe tonight.


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 Post subject: Re: Rouge/Cleric Guide (90 Cap)
PostPosted: Wed Feb 18, 2009 8:11 am 
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REBD wrote:
Bobby wrote:
REBD wrote:
one remark, it is fucking ROGUE NOT ROUGE


lol im pretty sure it's rouge, jm made a mistake.

i am speechless, are you sure that you are from Australia?


lol i hear rouge a lot, u sure rogue is how u spell it?


Nvm, just checked and i guess i am wrong. Found a topic on another forum tht pretty much pwns me lol. And then i just remembered wat rouge means, which makes me feel even more stupid.

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At least we can all agree that rouges are overpowdered.

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Wed Feb 18, 2009 8:43 am 
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Rouge is http://en.wiktionary.org/wiki/rouge
Rogue is http://en.wiktionary.org/wiki/rogue
and http://en.wikipedia.org/wiki/Rogue_(character_class)
pretty simple :)


@Shadowfox542 you forgot to edit your sig

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Wed Feb 18, 2009 4:30 pm 
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REBD wrote:


Thank you >.<


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Feb 19, 2009 12:17 am 
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I am a rogue myself. I would not add tag point nor hunting point because the range is not large anyways, and you have to walk all the way up to the person you are applying the point to. Completely useless.

Why not get Poison circle or Vein Circle? It is going to be on par with Holy Spell soon.

That is all ^_^

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Feb 19, 2009 5:23 am 
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Diaty wrote:
I am a rogue myself. I would not add tag point nor hunting point because the range is not large anyways, and you have to walk all the way up to the person you are applying the point to. Completely useless.

Why not get Poison circle or Vein Circle? It is going to be on par with Holy Spell soon.

That is all ^_^


[GUIDE] Rogue/Cleric Guide (90 Cap)

It also reduces just one line of statuses, whereas even after being gimped holy spell reduces all of em.


Edit: Still adding finishing touches, give me a bit.


Last edited by Shadowfox542 on Fri Feb 20, 2009 9:16 am, edited 1 time in total.

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Feb 19, 2009 10:24 pm 
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gj EV

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Fri Feb 20, 2009 8:04 pm 
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Great guide Val! Btw thx for the help last night with the turks :> Having 2 rogues hitting the 3 of them really worked out great.


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 21, 2009 1:30 am 
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avoid works on all phy attacks i think :S description says phy anyways, even though the words say melee ranged the effect part doesnt specific

also good for people who use fire/icewall if galvie/blade can only use long distance attack if you stand far enough


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 21, 2009 9:30 am 
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-.- wrote:
avoid works on all phy attacks i think :S description says phy anyways, even though the words say melee ranged the effect part doesnt specific

also good for people who use fire/icewall if galvie/blade can only use long distance attack if you stand far enough



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Avoid

Enhances your ability to decrease long-distance melee damage by studying crossbow attacks and get a better understanding of long-distance attacks.


Also, I need a lil more time still....Mid winter break is ending, I have papers and what not.


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 21, 2009 4:04 pm 
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i know avoid says that
but the actual effect part says "absorb x% phy" or something like that


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 21, 2009 11:41 pm 
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-.- wrote:
i know avoid says that
but the actual effect part says "absorb x% phy" or something like that


I'll test it tonight.

Edit: Still havent tested it T_T

Anyhow. This guide (and my warrior guide) stay pretty much the same for 100cap, just the SP changes.


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 28, 2009 2:33 am 
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I'm honestly quite impressed by all of your guides. They are in-depth,detail and easily fathomable.
Just wanna add my pvp video that showcased the main techniques that most rogues use anyways. The aforementioned Knock down--> Dagger Desperate is one of my favorite creations to apply into the rogue build.
http://www.youtube.com/watch?v=BHC4sUW8Ij4

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sat Feb 28, 2009 12:55 pm 
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nice guide, I like that u added a little vid about u with the "pvp-chain". Very creative guide ...

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sun Mar 01, 2009 1:08 am 
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Very Useful and indepth. I am sure everyone here appreciates all the time and effort you put in to your guides because they are great. Thanks for all the hard work.

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Wed Mar 11, 2009 4:54 am 
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Woo! Nice Guide! xD

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Mar 12, 2009 12:20 pm 
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didnt see this in pvp with warrior

but you can just bind them and use xbow :S they have no range attacks to fight back with


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Apr 09, 2009 10:39 am 
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How do you beat a Warrior/Warlock?

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sun Apr 04, 2010 2:25 pm 
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This is a good guide, perhaps updating to 110 cap?

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sun Apr 18, 2010 4:33 pm 
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Could this guide be updated to 110 cap? :)

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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Tue Dec 21, 2010 3:48 am 
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i really love this guide,i have started a rogue/cleric and its help me a lot
now when you say leveling solo with 5 lvl highers than you,are you talking with CE or DD on,or without them?


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Sun Dec 26, 2010 5:04 am 
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Thanks for this guide! I've recently decided to come back to SRO and wasn't sure what I wanted to start off with...so far this looks like a great combo and I'm excited to try it out, I just hope I can re-learn everything easily. :)\

Edit: Guess I have a question, do I go full out strength for stats?


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 Post subject: Re: [GUIDE] Rogue/Cleric Guide (90 Cap)
PostPosted: Thu Dec 30, 2010 10:13 am 
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Thanks for this guide! I've just start playing Rogue/Cleric and its awesome!!! :D


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